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Messages - nemo

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391
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: December 01, 2010, 04:31:29 pm »
i'm confused a little, however i think your map system isn't ideal. here you might find a simpler way...
Code: [Select]
Data(0,offset_to_room2_data,offset_to_room3_data,etc)->GDB1
[<all map data strewn together>]->GDB2

then say your variable for the current level is L. to display it you'd just start reading from GDB2+{GDB1+L}.
if you need to have GDB1 contain sizes of the map, this can be modified to work.
if your current level is N, just make sure you get the sum of {GDB+[1..N-1]}, and start reading from that + GDB2

392
Axe / Re: Finding / listing programs
« on: November 30, 2010, 04:16:09 pm »
by the way qwerty, don't archive # or !. not a good idea. lost my archive by doing that.

393
Other Calculators / Re: [POLL] RAM CLEARED (BY/FROM) SINGAPRE.
« on: November 29, 2010, 08:53:05 pm »
yes. BrandonW explained it's probably for people in the factories at singapore. the only difference between it and a normal ram clear is that language options aren't reset when you get one from singapore.

394
tiDE / Re: tiDE Feature Requests
« on: November 29, 2010, 05:49:41 pm »
no you'll get the assembly text, for the most part. labels will be named like Label1, Label2 etc. the original source code may have had them as different names. also, no comments.

395
Ash: Phoenix / Re: Ash: Phoenix
« on: November 29, 2010, 05:47:41 pm »
i'd bump it down a few, to like 16-20.

396
Art / Re: Racetrack Sprite
« on: November 29, 2010, 05:31:00 pm »
it'd take a little work, but yes you could

397
Art / Racetrack Sprite
« on: November 29, 2010, 05:28:41 pm »
i was messing around with the program below, and out popped this picture. it looked kinda cool, so i thought i'd post it here. best part? the tracks are 8 pixels tall (:

Code: [Select]
ClrDraw
[FFFFFFFFFFFFFFFF]->Pic1
0->D->F
Repeat getKey(15)
If F:D+1->D
Else:D-1->D:End
If D=0 or (D=-88)
F xor 1->F:End
C+4->C
Pt-Change(88+D,sin(C)//6+30,Pic1
DispGraph
End

edit: will upload a PNG of it soon

398
Axe / Re: Level creating?
« on: November 29, 2010, 05:00:05 pm »
how bout this?

Code: [Select]
[meteor_sprite_hex]->Pic1
[tree_sprite_hex]
0->C
Repeat getKey(15)
   ...
   C+1->C
   For(Z,0,length(Str1)-1
      !If pixelsScrolled^{Str2+Z}
         Pt-Off(88,sin(C)//4+{Str3+Z},{Str1+Z}-1*8+Pic1
      End
   End
   ...
End
[/code

399
Miscellaneous / Re: Released AP Exams
« on: November 29, 2010, 04:34:53 pm »
if you're looking for the AP Computer Science one, i can definitely copy/paste you some questions my teacher gives as samples.

400
Art / Re: full color sliding animation
« on: November 29, 2010, 04:34:05 pm »
sooooooo.... anyone?

401
Axe / Re: Level creating?
« on: November 29, 2010, 04:30:25 pm »
this is still difficult to grasp. does this description summarize what you want?
a string of bytes which each correspond to a sprite.
there is another string of bytes corresponding with the first string of bytes. this string says "after X pixels scrolled, draw the object on the screen"
there is a third string telling the routine where to place the sprite.
for example, considering 1 is a meteor sprite and 2 is a tree sprite:
Code: [Select]
Data(1,2)->Str1     // what object 1 = meteor, 2 = tree
Data(50,30)->Str2 // every 50 pixels scrolled, display a meteor. every 30 pixels scrolled, display a tree.
Data(0,45)->Str3 // when you display a meteor, display it at (88,0). when you display a tree, display it at (88,45)

am i right?
if so, here's some code assuming the above declarations:
Code: [Select]
[meteor_sprite_hex]->Pic1
[tree_sprite_hex]
Repeat getKey(15)
   ...
   For(Z,0,length(Str1)-1
      !If pixelsScrolled^{Str2+Z}
         Pt-Off(88,{Str3+Z},{Str1+Z}-1*8+Pic1
      End
   End
   ...
End

edit: and runer, i know it can be heavily optimized. but i just tried to make an example obvious to what i am doing

402
KnightOS / Re: Localization
« on: November 28, 2010, 04:39:28 pm »
back on topic, i can help proofread the german version. i'm not good enough in german to actually make it, but i'm rather good at grammar so i can check to make sure it's all put together correctly

403
TI-BASIC / Re: fPart and 1+int(abs(log(X
« on: November 28, 2010, 04:13:30 pm »
is that shorter than just using a loop though? it's probably faster granted

404
TI-BASIC / Re: fPart and 1+int(abs(log(X
« on: November 28, 2010, 04:06:26 pm »
i think you'd have to do the following, unless there's a neat math trick:

Code: [Select]
0->A
While fPart(X
10X->X
A+1->A
End

edit: and repeating decimals like 1/3 return 14 decimal places.

405
TI-BASIC / Re: fPart and 1+int(abs(log(X
« on: November 28, 2010, 03:58:51 pm »
so you want to get the number of digits in the fractional part of a number, am i right?

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